[DOTO] Dawn Of The OverLords

ohh some response :)

brun58, sure, pleasures all mine. once you get there, i hope youll enjoy it :)

drakarska,
is an adk code borrowed from dune wars.

mountains, are inside the mod, as a game option,

diplo - was once in, removed due to multiplayer and ctds instabilities, if ill get a 100% version thats stable, i wont think twice about adding it, i love this mod comp.

im continuing the work for official release, adding more things and such.
 
Hi all,
Am I the only one with a problem to dl doto or that new beta talk is the reason that the link doesn't work?
 
Thanks for the upload and happy pie+1 day! :D

HEY, im play testing beta 2.15 and im doing tweaks as i go,
for instance of building costs and such, also, im thinking of adding more buildings in ancient eras.

nice!

I think i'll be repeating myself here but what the heck, you probably can't remember every suggestion people made in the general civfanatics forum.

I'm playing doto, O2, FFH2(and its modmods) inth a personal tweak; I have a habbit of changing the palace's YieldChanges stats to something like that:


<YieldChanges>
<iYield>0</iYield>
<iYield>50</iYield>
<iYield>12</iYield>
</YieldChanges>

This is specifically from "Ashes of Erebus" CIV4BuildingInfos.xml and the original values were:

<YieldChanges>
<iYield>0</iYield>
<iYield>1</iYield>
<iYield>12</iYield>
</YieldChanges>

Production change as I enjoyed it ranged from 40 to 60, depends on the mod.

My point is to allow the capital city to defend itself in a "last stand battle" manner - if it comes to that - and it also helps the game to reach it's money-time faster.
As the national economy grow and other cities develop the bonus becomes less important and isn't making much of a difference - unless the capital city is left as the last city of a civilization and then things become interesting... so long they have their palace standing. :devil:

Cheers and keep up the good work man!
 
hehe happy 3.14+1 day :)

yeah sometimes i forget stuff ,so be sure to remind me :)

im all for adjusting a game to your preferences, you like a good start , no problem :)

so thanks for the post man,
im keeping up development whenever i have time, im also running a game and making tweaks as i go, i know one thing i need to do, is to add a few more buildings to early time, i found that many times, im running out of things to build :)
 
major update on the final version of overlord 2.0,
the next release will be final (unless some of you report some feedback for immediate changes)

since beta release i have fixed numerous things, ive made great optimizations for costs and a lot of it, less new features, ,mostly balance.

my focus is now on updating my barsoom mod, a grand update.
 
I still play, and this mod has always been one of my more favorite ones you have worked on.
 
When I have time, lol. Like the updates though, well done.
 
Hi Keldath ,

i downloaded your mod today.
The question is about babarian mod an d revolution mod. Are they removed from this game ?
i liked both mods.
When does the final version arrive ?
 
Hi friend,
Well, my mods aim, is to be multiplayer stable.
So i didnt include rev or barb mod.

But, thankfully,, platyping have created two versions of the mod. Barbarian civ is included in the mod, and in your game, you will see barbs becoming civs after a while.

The revolution part, i didnt get to include, maybe i will some time, better if i had some help...

For now im trying to improve the mod with the things i mentioned.

Im not sure if the current version is the last that ive worked on. I hope to get somethings to be done during the week. If you realy want,, ill upload what ive acomplished till then.
 
So ok,
Im almost done with the civics, did a cool system.
Each civic now focuses on one aspect only:

Goverments changes only the maintenance
Legal chages the capital ourput only
Labor changes worker rates, specialists and improvements growth rates.
Economy deals with city production and trade routes
Millitary deals with units
Religion, obvious
Healthcare deals with health perks
Education deals with science and gp growth.

Most of tge civics wont have penalties, just upkeep variations.

This way i ensure diversity in the civics where each represents a different policy.

Next im gonna cut out some techs from all eras, raise costs of others an cut buildings out. I dont want an overflow of buildings and techs, i want you to look eagerly for techs to finish, rather then learn a new one evety 10 turns.
 
Fyi,
Mooving back to kmods interface, ill leave the platy in the mod for those who wants it.

Added a game option = extra buildings, so you can play with less buildings. Im still considering this over removal of them all together.

Raised costs for techs and all other, i felt they were too low.

Civics a full blown rework has been made.
 
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